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Everything posted by Diminios
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Ah, ok. Thanks for explaining.
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Thanks for the quick update, Aslain. Just one question regarding crosshairs - is it just me, or does the Slimenator crosshair look different ingame from its preview picture?
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Most definitely. Especially since I can't seem to get the Myoko to perform. Ok, my first game in it was terrible, but that's to be expected with a new ship. Second game was fantastic. Games 3-7: on the level of the first game. Aoba, in the meantime: working well.
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According to 0.5.1 patch notes: I suppose that means you should pick it up even as IJN, just in case... and never on Hakuryu or Midway?
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I think the replay enabler completely overwrites your settings. Including the username on the login screen (don't know about the password, it was obviously hidden under asterisks, but it was entered).
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If you're talking about the circles being too large or too small at times, just resize the minimap (and then resize it back). That fixes the issue for me at least.
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Maybe they already implemented it and that's the reason why we get so many overpens (shells don't detonate) or bounces (shells shatter)...
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Because they learned from the battle of Dogger Bank, when SMS Seydlitz suffered from similar problems but fortunately survived.
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The Bismarck is..................Disappointing as a Tier VIII Battleship
Diminios replied to _Sterben_EU's topic in Battleships
Bismarck is the normal T8 BB, Torpitz is the premium. If I had to guess, I'd say the Bismarck will be available when the German BB tree is implemented. -
Maybe, if the game takes that into account, you could violently turn at full speed right at that moment, so your ship lists to the other side.
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Easily. Put the four big guns under player control, and the other guns as secondaries.
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Nerfed again, or are you talking about the nerf before open beta?
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Stronk Soviet ship is not stopped by your capitalist pig rules!
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I'm sure they increased the dispersion to "can't hit the broad side of a barn from the inside" because of game balance reasons. Somehow. Probably. According to the video, a North Carolina would have at most 110m dispersion (110m * 48.76m, according to Wikipedia), at 32km (20 miles). So you'd still have to lead properly, and if RNGesus hated you, you'd miss with everything - but the chances of instagibbing a CA and crippling a BB would be much greater than they are now.
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then. FYI, you know you copied the link properly when it has "?t=1234" at the end - that's the number of seconds from the start of the video.
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At what time? The linked video starts playing at the beginning.
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Thank you, I missed that a lot too.
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If you want videos, here's one from iChase:
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And even if the hits were all bounces, you'd still have 37k from citadels.
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If you look at the armor models for ships (here: http://gamemodels3d.com/en/worldofwarships/), and click on the different armor thicknesses (so the model only shows the selected thickness), you'll see that BBs tend to have one armored bulkhead in front of the forward turrets. If you sail directly towards the enemy in, say, a New Mexico that bulkhead is 343mm thick. If you angle your ship slightly (even just a few degrees), the apparent thickness increases. You need to balance between showing a slightly bigger target and having better armor (when not at 90 degrees) and the opposite. Also note that predicting where the enemy will be when your shots land is more difficult if the target is angled than it is if they're sailing directly towards you (or at least it is for me, YMMV).
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The problem with 6" guns and their AP ammo is the rather low citadel damage. But if you can reliably hit citadels, you should be able to sink any T4-5 cruiser, and also the Tenryu.
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Not detection range but render range, as Johnny_Phate said. Basically, every ship has a view range (render range), which you can see on the minimap (that wedge that points wherever your camera is pointing - its far edge is the view range). Anything that's outside that range is invisible to you, even if a ship/aircraft on your team sees it. The mod you're asking about increases that range. So if your gun range is well short of your normal view range (as is the case for pretty much every ship), that mod is useless.
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I used: Main Battery 1 (on a cruiser, pretty much the most useful option), Gun Fire Control System 1 (since the AA on this ship is not very good), Steering Gears 1 (I absolutely hate getting my steering damaged, and it happened a lot before I bought this) and Steering Gears 2 (must have for any ship - wiggle wiggle your way out of incoming fire).
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1) Check the numbers in the dock, under the concealment tab (check for each ship, the numbers are different between tiers, ship classes and navies). 2) Yes, aircraft do detect you, even through an island (which otherwise blocks a ship from detecting you), but the aircraft detection range is much lower than ship detection range - again check concealment tab in dock. 3) No, torpedoes do not unstealth you, but firing your AA guns/secondaries (if you have either, ofc) and your main guns does. In a destroyer, remember to turn off your AA/secondaries unless you need them (default P key). For main guns, the detection range increase varies depending on the caliber of your guns, watch iChaseGaming's video to find out by how much: 4) You need to have a specific commander skill for it, Situational Awareness. It shows you a warning the moment you are detected (if you're detected only by aircraft, the warning is slightly different), and turns it off the moment you're invisible. Be aware that if your commander is retraining for a new ship, the skill doesn't work (at least from my experience).
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Just don't forget that the Tirpitz also has torpedoes, in case you someday meet a player who knows how to play that ship!
